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Assassin 4.0 Augmentation (DPS): Power or Crit?

STAR WARS: The Old Republic > English > Classes > Shadow / Assassin
Assassin 4.0 Augmentation (DPS): Power or Crit?

Jinre_the_Jedi's Avatar


Jinre_the_Jedi
10.26.2015 , 10:43 AM | #1
Ok guys, I did some math here to find out which augments are "Best in Slot" for BOTH maximum damage per second as well as maximum burst, even on auto crits. I hope this helps some of you with augmentation.

Note: This is specifically for burst spec DPS classes!

To start off let me give you the environment. For each test I used:
  • All Class buffs active.
  • All Companion affection/quest buffs are acquired and active (ex: 1% increased healing, etc).
  • All mods are Advanced Lethal Mod 40X.
  • All Enhancements are Advanced Adept Enhancement 40X.
  • All Armorings are Stalker's Set bonus 40X Armorings.
  • All Datacrons are active.
  • I used the Deception Skill Tree.
  • I took the average damage value of Assassinate for testing purposes. To get this, I added the tooltip Minimum damage value to the Maximum damage value and divided by 2 for the average.

None of these variables were changed between the tests. For testing purposes, all that was done was taking out 14 Overkill Augment 40 and replacing them with 14 Critical Augment 40. The only variable in these two tests were the augments themselves, which give a total stat budget of 1022.

1022 Points were shifted from Power to Critical rating. Here are the results just using the average damage values of Assassinate:

I tested 100 Assassinates in 60 seconds for my testing environment

14 Critical Augment 40
Code:
Average tool tip damage of Assassinate: 7951 Damage
Critical Chance Value: 44.23% 
Surge Value: 74.69% 

Assuming 45 Assassinates will crit, total damage is: 625,032 Damage
Assuming 55 Assassinates don't crit, total damage is: 437,305 Damage

Adding those two values, 100 hits give you: 1,062,337 Damage
Divide this by 60 seconds and you get: 17,705.62 Damage per Second
Crit Augments give: 17,705.62 DPS on Assassinate

14 Overkill Augment 40
Code:
Average tool tip damage of Assassinate: 8668 Damage
Critical Chance Value: 38.38%
Surge Value: 68.72% 

Assuming 38 Assassinates will crit, total damage is: 555,736.6848 Damage
Assuming 62 Assassinates don't crit, total damage is: 537,416 Damage

Adding those two values, 100 hits give you: 1,093,153 Damage
Divided by 60 seconds gives you: 18,219.22 Damage per second
Power Augments give you: 18,219.22 DPS on Assassinate

Divide the two DPS values: 18,219.22 DPS / 17,705.62 DPS

Power augments give a 1.029% DPS increase or for simplicity's sake: 1.03% DPS increase.

Math for what happens when you swap 1 crit augment for 1 mastery augment:
Math from 13 Critical Augments, 1 Mastery Augment. Everything else is the same as the original test:

Code:
Crit Chance: 44.04% 
Surge: 74.39%
Average Tooltip Assassinate: 7998.5 Damage
Critical Assassinate will do: 13,948.58 Damage

Using the same 100 hits in 60 seconds as the OP:
Assuming 44 Critical hits you'll do: 613,737.52
Assuming 56 non critical hits, you'll do: 447,916
This equals: 1,061,653.52  damage done. Divided by 60 seconds = 17,694.23 DPS
Full Critical Augments gave: 17,705.62 Damage per Second
13 Critical, 1 Mastery Augment gives: 17,694.23 Damage Per Second

Divide them: 17,705.62 / 17,694.23 = 1.00064
Mastery augments are not worth using and are 1% worse than critical augments.

Lastly, the same is applied to Auto-Crit builds. Auto-crit builds roll your crit hit chance into your surge, as per the blog:
Quote:
To ensure that Critical Hit Chance is never a wasted stat, any abilities that automatically critically hit now convert any Critical Hit beyond 100% into additional critical damage.
This is your total critical %, not just your critical rating number. Assuming Assassinate auto-crits due to my set bonus, let's look at the math using the same values as above.

Auto-Crit Assassinate Damage

Critical Augments
44.23% Crit Chance + 74.69% Surge = 118.92% Surge on Auto-crit Assassinate
7951 (average Assassinate Damage with crit augs) * 2.1892 = 17,406.33 Damage
Auto-Crit Assassinate with Critical Augments will hit for 17,406.33 Damage

Power Augments
38.38% Crit Chance + 68.72% Surge = 107.1% Surge on Auto-crit Assassinate
8668 (average Assassinate Damage with Power augs) * 2.071 = 17,951.43
Auto-Crit Assassinate with Power Augments will hit for 17,951.43 Damage

17,951.43 (Power augment damage) / 17,406.33 (Critical augment damage) = 1.03

Power Augments give a 1.03% increased damage on auto crit abilities over Critical Augments.

So even on rotational auto-crit classes, Power augments are Best in Slot. Mastery augments are all around worse than both Power and Critical augments and should not be used.

BiS Relic Math - contributions from Kakisback (Kakarrot) and Diachi (Te'fia)

Quote: Originally Posted by Diachi View Post
Critical Chance = Crit Rating % + Mastery %

Auto Crit = Critical Chance (%) + Surge (%)

As for the whole relic situation I did more equation solving and here's the results (I'm lazy, so here's a picture):

Crit + Mastery

Power

It concludes that for relics:
Mastery > Power > Crit for Autocrit every 1 min
Power > Mastery > Crit for standard crits

Then doing 100 abilities with 100% uptime it comes out to:
[Crit Chance*(Damage*(1+surge))] + [(100-Crit chance)*(Damage)]
Crit: (35*8570)+(65*5000)=624950
Mastery: (33*8682)+(67*5177)=633365
Power: (32*8756)+(68*5203)=633036

The variation between Master and Power being .5% difference.

This concludes that for relics, you want Power and Mastery.

-Te'fia

NOTE: If there are any mistakes, please point them out. I did this at 7am in the morning and I woke up at 9am the previous day.
Quote: Originally Posted by Kakisback View Post
Ok so I went pretty tryhard for this one. I precisely worked out all the numbers for both concentrated slice/furious strike, and focused/raging burst. I assumed power augs, full crit for your tertiary stat slots, and your power relic procced. The numbers shown reflect the average ability damage (there's always variance of course).

Concentration/Fury- Concentrated Slice/Furious Strike: (3.00(1.05)(3038+0.2(882 mastery?))+750)(1.51+.10+2(.30(1-(1-(0.01/0.3))^(((1370+(554 crit?))/65)/0.8)))+.11+.20(1-(1-(0.01/0.2))^(((4844+1.05(882 mastery?))/60)/5.5))) = mastery proc: 23848, crit proc: 23267

Concentration/Fury- Focused/Raging Burst: (2.29(1.05)(2600+0.2(882 mastery?))+1028)(1.51+.10+.15+2(.30(1-(1-(0.01/0.3))^(((1370+(554 crit?))/65)/0.8)))+.11+.20(1-(1-(0.01/0.2))^(((4844+1.05(882 mastery?))/60)/5.5))) = mastery proc: 18049, crit proc: 17505

If you were to gear for crit augments instead, bonus damage would become more valuable and surge % would become less valuable, so the outcome of mastery relic > crit relic would be the same. This outcome is also the same if the other relic (power) is not procced, as this condition lowers the bonus damage, thus valuing additions to that factor of the damage formula more. This is both a weapon damage and a force/tech damage ability giving this result. I doubt that the outcome would be different for autocrits on different classes. Now that I know with certainty that power + mastery relic will always be best no matter what, I will now check if swapping out any/all of your power augs with crit augs will yield a more potent autocrit.
Based on this math, Best in Slot relics are now Focused Retribution + Serendipitous Assault for maximum DPS as well as Burst. I hope this helps some of you and if you see anything incorrect in my math for augments, or their math for Relics let us know please!

Tl DR - BiS Relics: Focused Retribution (Mastery Relic) and Serendipitous Assault (Power Relic)
BiS Augments:
Overkill Augment 40 = 1% increase in DPS and damage, 7% Crit chance loss compared to full crit augs
Critical Augment 40 = 7% increase in Critical Chance %, 1% DPS/Damage loss compared to full power augs

Note: This only applies to burst spec DPS, not sustained DPS specs.

Jinre_the_Jedi's Avatar


Jinre_the_Jedi
10.26.2015 , 10:56 AM | #2
Also if my math is off or looks wrong, please let me know so that I can go back to the drawing board! All constructive criticism is welcome.

Jinre_the_Jedi's Avatar


Jinre_the_Jedi
10.26.2015 , 11:03 AM | #3
Also this is for PvP gear. Not PvE gear.

GrandLordMenace's Avatar


GrandLordMenace
10.26.2015 , 11:04 AM | #4
Quote: Originally Posted by Jinre_the_Jedi View Post
Also if my math is off or looks wrong, please let me know so that I can go back to the drawing board! All constructive criticism is welcome.
Have you checked whether crit is multiplicative or additive in the case of autocrits? I assumed it was the former, additive would be OPAF.

Also crit relics are finicky, you'd have to make sure that you get crits in your relic window, a static crit relic would be GREAT, a proc relic is horribad.
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Jinre_the_Jedi's Avatar


Jinre_the_Jedi
10.26.2015 , 11:05 AM | #5
Quote: Originally Posted by GrandLordMenace View Post
Have you checked whether crit is multiplicative or additive in the case of autocrits? I assumed it was the former, additive would be OPAF.
What do you mean specifically? How it works is:

If I have 40% Crit Chance and 100% Surge, on an auto crit I will have 140% Surge.

Jinre_the_Jedi's Avatar


Jinre_the_Jedi
10.26.2015 , 11:07 AM | #6
As far as Crit relic goes, you want maximum burst in PvP and this helps you to achieve that. Maximum burst comes in the highest form comes via Critical hits. Crit relic will aid you in both achieving critical hits as well as doing more damage via surge when you do critically hit. Lastly, if you get no crits during a crit relic proc then that's just bad luck, but I still think it's worth the gamble with crit rates being as high as they are now.

GrandLordMenace's Avatar


GrandLordMenace
10.26.2015 , 11:12 AM | #7
Quote: Originally Posted by Jinre_the_Jedi View Post
What do you mean specifically? How it works is:

If I have 40% Crit Chance and 100% Surge, on an auto crit I will have 140% Surge.
Not necessarily. Your math is potentially off. MATH LESSON TIME See it this way:

Multiplicative percentages and additive percentages work differently.

Your example is flawed in that additive and multiplicative is the same in this particular example.

100%+40%=140% (additive, what you're assuming)

100%* 1.40=140% (Multiplicative, what I'm theorizing)

But change the percentages to something more realistic.

70% surge, 40% crit. The numbers change RADICALLY.

70%+40%= 110% (additive)
70%*1.40=98% (Multiplicative)

You're automatically jumping to the former when multiplicative items exist within the game (Warding Call is a multiplicative DR CD, not an additive one, same with the warzone adrenal, generally if things don't appear on your stat sheet directly, it's multiplicative, if they do, it's additive. Not exact, but GEEEEENERALLY that's how it works)

Also looking at things too far into the 1 hit standpoint is going to hurt you. Yes power is going to be good for that one god crit but your total frequency of burst is going to be better with crit and/or alacrity.

Also, relic windows don't shrink, if you're going to run a crit proc relic stack some alacrity to fit more GCDs into the relic window.
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Jinre_the_Jedi's Avatar


Jinre_the_Jedi
10.26.2015 , 11:15 AM | #8
Quote: Originally Posted by GrandLordMenace View Post
Not necessarily. Your math is potentially off. MATH LESSON TIME See it this way:

Multiplicative percentages and additive percentages work differently.

Your example is flawed in that additive and multiplicative is the same in this particular example.

100%+40%=140% (additive, what you're assuming)

100%* 1.40=140% (Multiplicative, what I'm theorizing)

But change the percentages to something more realistic.

70% surge, 40% crit. The numbers change RADICALLY.

70%+40%= 110% (additive)
70%*1.40=98% (Multiplicative)

You're automatically jumping to the former when multiplicative items exist within the game (Warding Call is a multiplicative DR CD, not an additive one, same with the warzone adrenal, generally if things don't appear on your stat sheet directly, it's multiplicative, if they do, it's additive. Not exact, but GEEEEENERALLY that's how it works)
I based my math off of what I read specifically from the blog:
Quote:
To ensure that Critical Hit Chance is never a wasted stat, any abilities that automatically critically hit now convert any Critical Hit beyond 100% into additional critical damage.
This implies that it's just added, at least that's how I read it. A conversion of critical chance % to surge %. I could be wrong though and am open to criticism.

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Jinre_the_Jedi
10.26.2015 , 11:17 AM | #9
WTB official Bioware response on the mechanics behind Auto Crits!

Either way though, even if it's multiplicative, the end result is the same. Power augments are still better.

KeyboardNinja's Avatar


KeyboardNinja
10.26.2015 , 11:29 AM | #10
Quote: Originally Posted by Jinre_the_Jedi View Post
This implies that it's just added, at least that's how I read it. A conversion of critical chance % to surge %. I could be wrong though and am open to criticism.
Someone break out their sniper alt in terrible gear. Sit in front of the combat dummy. Press Ambush until you get a natural crit. Note the value. Now hit Laze Target and push Ambush again. Note the value. Proceed with extremely straightforward algebra that answers this question once and for all.

I would be surprised if the crit overflow wasn't additive, but I can't rule out multiplicative. To my knowledge, no one has tested it.
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